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Diminishing Returns in PvP
来自 Ribsx
[Last Updated]:
2022/02/17
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补丁:9.1.0
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Diminishing Returns
Diminishing returns, often abbreviated as DRs, are one of the most complicated PvP concepts to understand for new players. Having knowledge of how diminishing returns function and how to utilize them is essential for becoming a successful PvPer. This guide will first explain what a diminishing return means in PvP and their defensive and offensive applications.
Crowd Control and Diminishing Returns
Diminishing returns are inherent in all crowd control spells in PvP. A diminishing return is the reduction of the duration of a crowd control effect when the same (or when a similar) effect is used on a player target. If the same (or similar crowd control effect) is reapplied to a PvP target within 15 seconds of the CC effect ending, the crowd control spell will be under the effect of a diminishing return. The first time the CC effect is reapplied within 15 seconds after it ends, the duration of the crowd control effect will only be 50% of its original duration. If the CC effect is reapplied within 15 seconds of the subsequent re-application, its duration will only be 25% of its original duration. Subsequent uses of the same CC effect applied within 15 seconds of the third application will do nothing because the CC target will be immune to the spell. A player must wait at least 15 seconds after a crowd control effect ends in order for the spell to have its full duration.
To understand this better, let’s create a hypothetical situation involving two players. Player A is a Mage and Player B is a Warrior. Player A casts a Polymorph on Player B. The duration of this first
变形术
effect is 8 seconds. Immediately after this first Polymorph ends on Player B, the Mage recasts Polymorph. The duration of this second Polymorph effect is 4 seconds. Immediately after this second Polymorph ends on Player B, a final Polymorph is cast. This Polymorph will last 2 seconds. If the Mage attempts to cast another Polymorph immediately after the final Polymorph ends, the Warrior player will be immune. The Mage will have to wait at least 15 seconds for the Polymorph spell to have its full 8 second duration on the Warrior.
Diminishing Returns Categories
Recall that in my original description of DRs, I wrote “a diminishing return is the reduction of the duration of a crowd control effect when the same (or when a similar) effect is used on a player target.” It is important that I included the word “similar” because every crowd control effect belongs to a specific group of diminishing return categories. What this means is that two spells with the same diminishing return categories will share the same diminishing returns. For example, if a Mage player uses
变形术
on a target that has recently been effected by an 8-second
闷棍
, the Polymorph will only last for 4 seconds. If two spells are in different categories, they will not share diminishing returns. If a Rogue uses
致盲
on a target that has just left a Polymorph, the Blind will last its full duration (so long as the target has not been recently effected by other disorient effects). It is important to know which diminishing returns categories your spells belong to and how they might interact with CC effects casted by your party members.
There are a few crowd control effects which do not belong to any of these categories, and therefore do not suffer from diminishing returns. These spells include
召唤地狱火
,
死亡之握
and
雷霆打击
.
There are seven major diminishing returns categories: roots, incapacitates, disorients, stuns, silences, knockbacks and disarms.
Roots
Roots are effects that render a player immobile but able to act. Common root effects in PvP include
纠缠根须
,
冰霜新星
, and
陷地图腾
.
Class
Ability
Duration in PvP
Death Knight (Frost)
严寒中心
4 seconds
Death Knight (Frost)
死亡之寒
4 seconds
Death Knight (Unholy)
蹒跚冲锋
2 seconds
Demon Hunter
恶魔追击
1.5 seconds
Druid
纠缠根须
8 seconds
Druid
群体缠绕
8 seconds
Druid
自然之握
8 seconds
Druid
野性冲锋
4 seconds
Hunter
冲锋
1 second
Hunter (Survival)
鱼叉猛刺
3 seconds
Hunter (Survival)
精钢陷阱
8 second
Hunter (Survival)
追踪者之网
6 second
Hunter
束缚射击
3 seconds
Mage
冰冻术
8 seconds
Mage
冰霜新星
8 seconds
Mage (Frost)
冰霜撕咬
4 seconds
Mage (Frost)
冰川尖刺
4 seconds
Mage (Frost)
寒冰新星
2 seconds
Monk (Windwalker)
金刚震
3 seconds
Monk (Brewmaster)
对冲
4 seconds
Shaman
陷地图腾
8 seconds
Shaman
能量湍流
6 seconds
Warlock
烈焰缠身
3 seconds
Warrior
雷霆打击
1 seconds
Incapacitates
Incapacitates are effects that pacify a target, preventing them from moving or acting. Most spells in this category will immediately break upon the target taking any damage. Common incapacitate effects in PvP include
变形术
,
闷棍
,
冰冻陷阱
,
妖术
, and
死亡缠绕
.
Class
Ability
Duration in PvP
Demon Hunter
禁锢
3 seconds
Demon Hunter
拘押
4 seconds
Druid (Guardian Affinity)
夺魂咆哮
3 seconds
Druid
休眠
8 seconds
Hunter
冰冻陷阱
8 seconds
Hunter (Marksmanship)
驱散射击
4 seconds
Mage
变形术
8 seconds
Mage
冰霜之环
8 seconds
Monk
分筋错骨
4 seconds
Paladin
忏悔
8 seconds
Priest (Holy)
圣言术:罚
4 seconds
Priest
束缚亡灵
8 seconds
Rogue (Outlaw)
凿击
4 seconds
Rogue
闷棍
8 seconds
Shaman
妖术
8 seconds
Shaman
裂地术
2 seconds
Warlock
放逐术
8 seconds
Warlock
死亡缠绕
3 seconds
Pandaren Racial
震山掌
4 seconds
Disorients
Disorients are effects that pacify a target, preventing them from moving or acting. Most spells in this category will sometimes break upon the target taking light damage. Common disorient effects in PvP include
恐惧
,
心灵尖啸
,
致盲
,
破胆怒吼
, and
龙息术
.
Class
Ability
Duration in PvP
Death Knight (Frost)
致盲冰雨
5 seconds
Demon Hunter
悲苦咒符
6 seconds
Druid
旋风
6 seconds
Hunter
恐吓野兽
6 seconds
Mage (Fire)
龙息术
4 seconds
Monk (Mistweaver)
赤精之歌
6 seconds
Monk (Brewmaster)
烈焰之息
4 seconds
Paladin
盲目之光
6 seconds
Paladin
超度邪恶
6 seconds
Priest (Shadow)
心灵炸弹
6 seconds
Priest
精神控制
8 seconds
Priest
心灵尖啸
6 seconds
Rogue
致盲
8 seconds
Warlock
恐惧
6 seconds
Warlock
恐惧嚎叫
6 seconds
Warlock
迷魅
(Shivarra pet)
8 seconds
Warlock
诱惑
(Succubus pet)
8 seconds
Warrior
破胆怒吼
6 seconds
Venthyr
混沌代理人
6 seconds
Stuns
Stuns are effects that prevent the target from moving or acting. Spells in this category do not break upon the stunned target taking damage. Common stun effects in PvP include
偷袭
,
肾击
,
扫堂腿
,
制裁之锤
, and
蛮力猛击
.
Class
Ability
Duration in PvP
Death Knight (Blood, Unholy/Frost)
窒息
/
窒息
5 seconds
Death Knight
撕扯
(Ghoul)
1 seconds
Death Knight (Frost)
寒冬死神
4 seconds
Death Knight
复苏
3 seconds
Death Knight
蛮兽打击
while
黑暗突变
is active
2 seconds
Demon Hunter
邪能爆发
4 seconds
Demon Hunter
混乱新星
5 seconds
Demon Hunter
伊利丹之握
6 seconds
Druid (Feral)
割碎
1-5 seconds
Druid
蛮力猛击
4 seconds
Druid (Feral)
斜掠
(when used from stealth)
4 seconds
Druid
蛮力冲锋
3 seconds
Hunter (Beast Mastery, Survival)
胁迫
3 seconds
Monk
扫堂腿
5 seconds
Monk (Brewmaster)
醉上加醉
3 seconds
Paladin
制裁之锤
6 seconds
Paladin
灰烬觉醒
(vs Undead)
5 seconds
Priest
谴罚
4 seconds
Priest
心灵惊骇
4 seconds
Rogue
偷袭
4 seconds
Rogue
肾击
2-6 seconds
Shaman (Elemental)
闪电磁索
5 seconds
Shaman (Elemental)
粉碎
(
原始土元素
)
4 seconds
Shaman
电能图腾
3 seconds
Demonology Warlock Pet
巨斧投掷
4 seconds
Warlock
暗影之怒
3 seconds
Warlock
召唤地狱火
2 seconds
Warlock
召唤深渊魔
2 seconds
Warrior
震荡波
2 seconds
Warrior
风暴之锤
4 seconds
Warrior (Protection)
战路
3 seconds
Tauren Racial
战争践踏
2 seconds
Kul Tiran Human Racial
强力一击
3 seconds
Wild Hunt's Charge
荒猎冲锋
5 seconds
Silences
Silences are effects that prevent the target from casting spells while still allowing the target to move. Common silence effects in PvP include
沉默
, and
锁喉
.
Class
Ability
Duration in PvP
Death Knight
绞袭
4 seconds
Demon Hunter
沉默咒符
6 seconds
Druid (Balance)
日光术
4-8 seconds
Hunter
蜘蛛钉刺
4 seconds
Paladin (Protection)
复仇者之盾
3 seconds
Paladin (Protection)
美德之盾
4 seconds
Priest (Shadow)
沉默
4 seconds
Rogue (Assassination)
锁喉
3 seconds
Knockbacks
Knockbacks are effects that cause effected targets to be temporarily displaced to a different location. Common knockback effects in PvP include
乌索尔旋风
,
雷霆风暴
, and
高爆陷阱
.
Class
Ability
Death Knight (Blood)
血魔之握
Druid
台风
Druid (Guardian)
蛮力冲锋
Hunter
高爆陷阱
Hunter (Marksmanship)
爆裂射击
Mage
冲击波
Monk
平心之环
Monk (Brewmaster)
蛮牛踢
Priest
闪光力场
Shaman (Elemental)
雷霆风暴
Warlock
魔能鞭笞
(Shivarra pet)
Warlock
鞭打
(Succubus pet)
Warrior
巨龙冲锋
Note on knockback DRs: Knockback DRs do not follow the normal 100%, 50%, 25% duration pattern of other DR categories. Knockback effects used on a target that has recently suffered a Knockback spell will be immune to subsequent knockback effects until the DR is over. This means knockback DRs have a 100%, 0% effect pattern.
Disarms
Disarms are a relatively new addition to the DR categories. Mostly used defensively to relieve pressure, disarms can also be used to prevent Death Strike healing.
Class
Ability
Duration in PvP
Druid
精灵虫群
5 seconds
Monk
抓钩武器
6 seconds
Rogue
卸除武装
6 seconds
Warrior
缴械
6 seconds
Offensive Use of Diminishing Returns in PvP
Once you understand how diminishing returns function, you can begin utilizing them appropriately in PvP. One way to utilize diminishing return effects in PvP is to preserve them in order to secure a kill on an enemy player. If someone is playing a crowd control heavy arena composition like Rogue, Mage, Priest (RMP), they can wait until the opponents are off diminishing returns in order to have extended CC chains on the enemy team. This allows the RMP to have a cleaner kill opportunity because CC effects will last their full duration. For instance, the RMP might wait until the enemy healer is off both incapacitate and disorient DRs before attempting to secure a kill on an enemy DPS. The RMP can use a full duration stun effect on a kill target while simultaneously using an incapacitate effect, such as
闷棍
or
变形术
, on the enemy healer. The incapacitate effect might be followed with a disorient, such as
致盲
or
心灵尖啸
, to extend the CC chain on the enemy healer. In this example, three diminishing returns categories were utilized. PvP setups that rely heavily on CC chains will often wait until enemy players are off diminishing returns before attempting to secure a kill.
It is also useful to keep a mental note of which diminishing returns your own character is currently under. If you have recently been afflicted by a stun, fear, or incapacitate, you are now more difficult to CC for the enemy team (you might even be immune to all CCs from the enemy team). This is often a good time to play offensively and pop your powerful offensive cooldowns as the enemy team will find it more difficult, or even impossible, to control you.
Defensive Use of Diminishing Returns in PvP
Diminishing returns might also be preserved in order to deflect a kill attempt by an enemy team. If an RMP is playing into a melee composition like Enhancement Shaman, Arms Warrior, Healer (colloquially referred to as Turbo Cleave), the RMP might save some of their CC effects in order to prevent the Turbo Cleave from securing a kill. Turbo Cleave often sets up kills by using
嗜血
/
英勇
through the
萨满之道
PvP talent. If the RMP knows that the Turbo Cleave will be attempting a kill soon with their offensive CDs, the RMP might hold off on stunning, incapacitating, or disorienting the enemy DPS so they have full duration crowd control effects ready when the Turbo Cleave goes for the kill. If the RMP plays smart, they can save a combination of full duration CC effects in order to shut down the Turbo Cleave's offensive pressure.
As a healer, it is important to keep track of which DR effects your character is currently under. If you know that the enemy team has full duration CC effects ready for you, it is often optimal to play conservatively by line of sighting or max ranging enemy players so that it is more difficult for them to control you.
Helpful Tools to Track Diminishing Returns
Do not be alarmed by how difficult understanding diminishing returns might be. As I mentioned earlier, DRs are one of the most difficult concepts to understand and master as a novice PvPer. That being said, there are some addons available in order to make tracking DRs much easier.
Gladius
Gladius is one of the most important addons for anybody who plays arena. This addon features a diminishing returns tracker that shows the time remaining on the current diminishing returns and the duration of the next DR effect if used within its duration.
In this image, the enemy Druid is currently on disorient (
旋风
) and incapacitate (
冰冻陷阱
) DRs. The next disorient or incapacitate effect will only last half of its original duration, as indicated by the ½ marker in the corner of the spell icons.
In this image, the enemy Druid is currently on incapacitate (
驱散射击
), root (
纠缠根须
), and stun (
电能图腾
) DRs. This means that any disorient or silence effect will last for full duration on the Druid, while incapacitates and roots will last half of their duration, and stuns will only last one quarter of their original duration.
sArena
If you do not like the look or feel of Gladius and prefer the Blizzard default arena frames, you can use sArena to track DRs. Similar to Gladius’ DR tracking, sArena adds DR effects to enemy arena frames.
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评论
评论来自
BlyngBlong
This is definitely NOT up to date and it does not even include demon hunters at all. I am starting an alt and this is useless currently.
评论来自
Psycht123
Still not up to date.
评论来自
Eroth
Arcane Torrent does not silence anymore, to be removed from the list ;)!
评论来自
Oswaldovzki
Thank you, I wish we had and Ingame something to show the DR.
评论来自
Arni32167
Can some helpful spirit please update this article?
Please.
I believe DR timer is 18s, not 15s.
Also does it start the count on CC application or CC end?
评论来自
danetch
Disarms are missing from this list, otherwise it is a good starting point.
评论来自
DigitalChemyst
This REALLY needs to be updated for 9.0...
评论来自
Balisong
maybe they could be increased heavily, we are in like vanilla level of pvp gameplay with CCs lasting forever and bein spammed
评论来自
Clarkis2001
Can we get an update on this? New CCs are in game, new Classes even, and the PvP changes of late have changed the durations of all CC in PvP. I love this article but it really is dated.
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